60 feats, from Architect of Flame to Augment Senses.
Architect of Flame · Archon Magic · Archwizard's Might · Archwizard’s Might · Ardent Armiger · Arise, Ye Worthy! · Armament Paragon · Armiger's Mobility · Armor Assist · Armor Assist · Armor in Earth · Armor Proficiency · Armor Proficiency · Armor Rune Shifter · Armor Specialist · Armor Specialist · Armored Exercise · Armored Rebuff · Armored Rebuff · Armored Rest · Armored Stealth · Armored Stealth · Arrow Of Death · Arrow Snatching · Artillerist Dedication · As in Life, So in Death · Ash Strider · Ashen Veil · Ask the Bones · Assassin Dedication · Assassin Dedication · Assassinate · Assassinate · Assisting Shot · Assisting Shot · Assume Earth's Mantle · Assurance · Assurance · Assured Identification · Assured Identification · Assured Knowledge · Assured Knowledge · Assured Ritualist · Assured Ritualist · Astonishing Explosion · Astral Blink · Astral Tether · Asura Magic · Athletic Might · Athletic Might · Athletic Strategist · Athletic Strategist · Attack Of Opportunity · Attack Of Opportunity · Attack Of Opportunity · Attack Of Opportunity · Attuned Stride · Attunement Shift · Attunement To Stone · Augment Senses
FEAT 12
Flames rise and shape to your will, forming a wall or dome of your design. You create a wall of fire. In addition to the normal choices, you can make the wall up to 10 feet long and 60 feet high. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute.
Level (+3) The damage increases by 1d6.
Rage of Elements, page 29.
Archon Magic
FEAT 9
Prerequisites Vouzirn
You can tap into the heavenly magic that is your birthright.
You can cast continual flame and shield other each once per day as 2nd-level divine innate spells.
Advanced Player’s Guide, page 36.
Archwizard's Might
FEAT 20
Prerequisites archwizard's spellcraft
You have mastered the greatest secrets of arcane magic. You gain an additional 10th-level spell slot.
Core Rulebook, page 213.
Archwizard’s Might
FEAT 20
Prerequisites archwizard’s spellcraft
You have mastered the greatest secrets of arcane magic. You gain an additional 10th-rank spell slot.
Player Core 1, page 205.
Ardent Armiger
FEAT 4
Prerequisites Maefalei Armiger Dedication
You have been trained to resist the manipulations of fiends, and your Maefalei discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against mental effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, Making an Impression on you, or Making a Request of you.
If a mental effect would compel you to act in a way that violates your Maefalei order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times.
LOWG, page 107.
Arise, Ye Worthy!
FEAT 13
You are descended from the valkyries who protect worthy souls, and can hold back death's grasp. You can cast breath of life as a divine innate spell once per day.
LOAG, page 98.
Armament Paragon
FEAT 20
Prerequisites blessed armament
Add the following property runes to the list you can choose for your blessed armament: animated, Greater fearsome, grievous, keen, and Greater vitalizing. If you have the Radiant Armament feat, add Greater astral and Greater brilliant to the list as well.
In addition, you can change the rune you’ve selected for the day to a different rune from your list as a single gate action that has the concentrate and divine traits. Changing the rune doesn’t restore abilities that can be used only a limited number of times.
Player Core 2, page 99.
Armiger's Mobility
FEAT 8
Prerequisites expert in heavy armor, Maefalei Armiger Dedication
You've learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet.
LOWG, page 107.
Armor Assist
FEAT 1
Prerequisites trained in Athletics or Warfare Lore
After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.
Advanced Player’s Guide, page 203.
Armor Assist
FEAT 1
Prerequisites trained in Athletics or Warfare Lore
You are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (usually DC 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.
FEAT 1
Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it.
The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends.
Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait.
Rage of Elements, page 26.
Armor Proficiency
FEAT 1
You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor.
Special You can select this feat more than once. Each time, you become trained in the next type of armor above.
Core Rulebook, page 258.
Armor Proficiency
FEAT 1
You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type.
Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above.
Armor Rune Shifter
FEAT 10
Prerequisites Crystal Keeper Dedication
You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion. Once per day when you make your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one suit of armor in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: energy-resistant, fortification, glamered, invisibility, shadow, or slick. The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the armor can't be sold as though it had the temporary rune.
Armor Specialist
FEAT 6
Prerequisites Sentinel Dedication
You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor.
Advanced Player’s Guide, page 191.
Armor Specialist
FEAT 6
Prerequisites Sentinel Dedication
You have trained hard to optimize your armor’s unique protective qualities to maximize the materials used in its creation. You gain the armor specialization effects for all armors you are proficient with.
Player Core 2, page 215.
Armored Exercise
FEAT 14
Prerequisites Swordmaster Dedication; trained in light, medium, or heavy armor
You've spent time training in your armor alongside other agents from the Swords. Your proficiency rank for light, medium, and heavy armor increases to expert for whichever of those you already had the trained proficiency rank in.
LOPSG, page 53.
FEAT 8
Prerequisites Sentinel Dedication
Trigger An adjacent foe critically fails an attack roll to Strike you with a melee weapon or unarmed attack.
Requirements You are wearing medium armor or heavier.
You rebuff puny attacks with your armor, knocking back your foe. Attempt an Athletics check to Shove the triggering foe, even if you don't have a hand free. If you succeed, you can't Stride to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them.
Advanced Player’s Guide, page 191.
FEAT 8
Prerequisites Sentinel Dedication
Trigger An adjacent enemy critically fails an attack roll to Strike you with a melee weapon or unarmed attack.
Requirements You are wearing medium armor or heavier.
You rebuff puny attacks with your armor, knocking back your foe. Attempt an Athletics check to Shove the triggering enemy, even if you don’t have a hand free. If you succeed, you can’t Stride to follow the enemy, as you’re knocking the enemy back with the rebounded attack, not by physically moving towards them.
Player Core 2, page 215.
Armored Rest
FEAT 10
Prerequisites Swordmaster Dedication; trained in light, medium, or heavy armor
You've slept many nights in your armor and gotten used to it.
You can sleep in armor overnight without being fatigued the next day. If you were already fatigued before sleeping, the armor doesn't prevent you from recovering from being fatigued.
LOPSG, page 52.
Armored Stealth
FEAT 2
Prerequisites expert in Stealth
You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to Stealth checks is reduced by 1 (to a minimum penalty of 0). If you're a master in Stealth, reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the noisy trait, instead of reducing the penalty to Stealth checks, you ignore the effects of the noisy trait, enabling you to remove the penalty with a sufficient Strength score as normal.
Advanced Player’s Guide, page 203.
Armored Stealth
FEAT 2
Prerequisites expert in Stealth
You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to Stealth checks is reduced by single gate (to a minimum penalty of 0). If you're a master in Stealth, reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the noisy trait, instead of reducing the penalty to Stealth checks, you ignore the effects of the noisy trait, enabling you to remove the penalty with a sufficient Strength score as normal.
FEAT 18
Prerequisites Eldritch Archer Dedication
Frequency once per day
You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the death and incapacitation traits.
Advanced Player’s Guide, page 173.
Arrow Snatching
FEAT 8
Prerequisites Deflect Arrow
You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack.
Core Rulebook, page 162.
Artillerist Dedication
FEAT 2
Prerequisites trained in martial weapons
Artillery is a team sport, where every member of the crew has to rely on the other members. At best, a mistake might just waste time. At worst, a misaligned fuse or a badly set pin could cause the whole thing to explode. You've taken these lessons to heart, and so your presence on an artillery team assists the entire team at every aspect of the siege weapon's deployment and usage. If you're serving on a siege weapon crew, you and all other members gain a +2 circumstance bonus to any checks to Load, Aim, move, or Repair the weapon. When you Aim a siege weapon, you can move the weapon's aim twice as far as normal.
Special You can't select another dedication feat until you've gained at least two other feats from the artillerist archetype.
Guns & Gears, page 128.
As in Life, So in Death
FEAT 1
Specific memories of your old life are hard to hold onto, but you know things without remembering why. You gain the Adopted Ancestry feat. You can choose any ancestry, but it is likely to be one that matches both your skeleton heritage and who you were in life. As long as your body is completely covered by armor or clothing, you do not have to attempt Deception checks against a creature's Perception DC to successfully Impersonate yourself as a member of that ancestry. This is a non-magical disguise that doesn't protect against divination.
This disguise doesn't provide any benefit against a creature actively attempting a Perception check against you.
Book of the Dead, page 56.
FEAT 6
You discorporate into a cloud of whirling ash and Stride. If you have a fly Speed, you can Fly instead. This movement doesn't trigger reactions, you can move through occupied spaces and tiny cracks, and you ignore any difficult terrain and greater difficult terrain that wouldn't impede smoke. The first creature you pass through during this movement takes 3d6 fire damage with a basic Reflex save against your class DC. Ash lingers around you after your movement is complete, granting you concealment until the start of your next turn.
Level (+2) The damage increases by 1d6.
Rage of Elements, page 36.
FEAT 7
Prerequisites Knight Reclaimant Dedication, expert in Religion, master in Stealth
By smearing ash or tainted earth over your skin and armor, you shroud yourself from the dead. You become concealed to undead using vision or lifesense, allowing you to Hide and Sneak without other sources of cover or concealment. This effect lasts only as long as you continue to take no actions other than to Hide, Sneak, or other surreptitious actions. The GM determines which actions end the effect, but attacking, casting spells, activating items, and the like always do.
LOKL, page 76.
Ask the Bones
FEAT 1
Once per day, you keep the bone of an ancestor or a friend to call upon for advice. Attempt to Recall Knowledge. If the bones belonged to a person particularly knowledgeable on the subject, you gain a +single gate circumstance bonus to your check.
Assassin Dedication
FEAT 2
Prerequisites Alchemical Crafting; trained in Crafting, Deception, and Stealth
You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.
If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.
Special You can't select another dedication feat until you've gained two other feats from the assassin archetype.
This feat leads to: Angel Of Death, Assassinate, Expert Backstabber, Surprise Attack, Angel of Vindication, and Eclipsed Vitality.
Advanced Player’s Guide, page 158.
Assassin Dedication
FEAT 2
Prerequisites trained in Deception and Stealth
You’ve trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.
Mark for Death [three-actions] (concentrate) Requirements The creature you intend to mark is observed by you; Effect You designate a single creature as your mark. Using Mark for Death while hidden or undetected doesn’t make you observed. Mark for Death lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark, as well as to Deception checks to Feint against your mark. Your mark takes a –2 circumstance penalty to all Perception checks to Seek you.
In addition, when attacking your mark, you have the sneak attack class feature (Player Core 167), except it deals 1d4 precision damage and you don’t increase the number of dice as you gain levels. At 6th level, the damage increases to 1d6. If you already have the sneak attack class feature, you instead deal an additional 1 precision damage with your sneak attacks made against your mark, increasing to 2 precision damage at 6th level.
Player Core 2, page 186.
FEAT 12
Prerequisites Assassin Dedication
Requirements You have designated a mark using Mark for Death and are completely unnoticed by your mark.
You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes 6d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher.
If the mark critically fails, they die. This is an incapacitation effect. The creature then becomes temporarily immune to your Assassinate for 1 day.
Advanced Player’s Guide, page 158.
FEAT 12
Prerequisites Assassin Dedication
Requirements You have designated a mark using Mark for Death and are completely unnoticed by your mark.
You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes an additional 6d6 precision damage with a basic than yours. Regardless of the result of its save, the creature is temporarily immune to your Assassinate for 1 day.
Player Core 2, page 186.
FEAT 2
Requirements You are wielding a ranged weapon
With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your Strike was a critical hit.
Core Rulebook, page 145.
FEAT 2
Requirements You are wielding a ranged Weapon.
Using your last shot to gauge your accuracy, you can fire off a quick shot to interfere with a foe in combat. Make a Strike with a ranged Weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +single gate circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
Player Core 1, page 141.
FEAT 14
Enormous pieces of rock cluster around your body. You can Dismiss this impulse.
Rage of Elements, page 27.
Assurance
FEAT 1
Prerequisites trained in at least one skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
This feat leads to: Automatic Knowledge.
Core Rulebook, page 258.
Assurance
FEAT 1
Prerequisites trained in at least one skill
Even in the worst circumstances, you can Perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
Assured Identification
FEAT 2
Prerequisites expert in Arcana, Nature, Occultism, or Religion
You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead.
Advanced Player’s Guide, page 203.
Assured Identification
FEAT 2
Prerequisites expert in Arcana, Nature, Occultism, or Religion
You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical Failure, you get a Failure instead. If you would misidentify a cursed item because you roll a success but not a critical success (GM Core 306), you simply can't identify it instead.
Assured Knowledge
FEAT 6
Prerequisites enigma muse
You can procure information with confidence. Whenever you Recall Knowledge using any skill (including Bardic Lore), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). As long as you are an expert in a skill, you meet the prerequisites for the Automatic Knowledge skill feat in that skill, even if you don't have Assurance in that skill.
This feat leads to: Enigma's Knowledge.
Advanced Player’s Guide, page 113.
Assured Knowledge
FEAT 6
Prerequisites Enigma muse
You can procure information with confidence. Whenever you Knowledge using any skill (including Bardic Lore), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers).
As long as you are an expert in a skill, you meet the prerequisites for the Automatic Knowledge skill feat (page 252) for that skill, even if you don't have the Assurance feat for that skill.
Player Core 1, page 102.
Assured Ritualist
FEAT 10
Prerequisites Flexible Ritualist
You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better.
Advanced Player’s Guide, page 187.
Assured Ritualist
FEAT 10
Prerequisites Flexible Ritualist
You can cover for a secondary caster’s error. If you are the primary caster, after all the secondary checks are rolled, you can choose one check that was a failure or critical failure, and improve the result to one degree of success better than what the secondary caster rolled.
Player Core 2, page 211.
FEAT 20
Frequency once per minute
Trigger You use Quick Alchemy to craft an alchemical bomb that deals splash damage and is at least 2 levels lower than your advanced alchemy level.
Your bomb incorporates an explosive spark of wonder that leaves witnesses dumbfounded. Any target hit by your Strike with the bomb is fascinated by you for 1 round. On a critical success, the target is also stunned 1.
Astral Blink
FEAT 13
You've attuned your core to allow you to phase in and out of the Astral Plane, allowing you to teleport periodically. You can cast dimension door once per hour as a 4th-level innate arcane spell.
Enhancement Your attunement allows you to teleport in a series of quick jumps rather than in one big leap. You can expend your hourly use of dimension door as a free action when you begin your turn. If you do, your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Speed instead of traversing normally to the location. While augmented, your Strides gain the conjuration and teleportation traits. Your augmented Strides don't trigger reactions that can be triggered by move actions or upon leaving or entering a square, unless those reactions trigger on teleportation.
Guns & Gears, page 42.
FEAT 4
You spin out a thread of psychic energy that connects you to an ally, using it as a conduit for your abilities. Choose a willing creature within 60 feet and connect to it. Whenever you would gain a benefit from a psychic amp, you can have the amp affect the tethered creature instead. You can do so only if the amp grants a distinct benefit, not if it alters the amped spell.
The tether can't be severed physically but breaks if the distance between you and the tethered ally ever exceeds 60 feet, if you become unconscious, or if you use Astral Tether again.
Dark Archive, page 24.
Asura Magic
FEAT 9
Prerequisites Toulem
You can cast blood vendetta and death knell once per day each as 2nd-level divine innate spells.
LOIL, page 33.
Athletic Might
FEAT 5
Surviving in hostile terrain has given you a great talent for mobility. Whenever you roll a success on an Athletics check to Climb or Swim, you get a critical success instead.
Advanced Player’s Guide, page 18.
Athletic Might
FEAT 5
Surviving in hostile terrain has given you a great talent for mobility. Whenever you roll a success on an Athletics check to Climbing or Swimming, you get a critical success instead.
Athletic Strategist
FEAT 2
Prerequisites trained in Athletics
You know how to calculatedly manipulate joints and body weight. In addition to using Devise a Stratagem to modify a Strike, you can use it to modify a Disarm, Grapple, Shove, or Trip attempt, substituting your Devise a Stratagem roll for the Athletics check. You must apply the substitution to the first eligible attack you make, whether it's a Strike or one of the Athletics actions.
You can also use your Intelligence modifier instead of Strength for the Athletics check when you substitute your Devise a Stratagem roll, unless you're using a weapon for the maneuver and the weapon doesn't fit the restrictions for using Intelligence with a stratagem.
Advanced Player’s Guide, page 60.
Athletic Strategist
FEAT 2
Prerequisites trained in Athletics
You know how to calculatedly manipulate joints and body weight. In addition to using an attack stratagem’s roll substitution for a Strike, you can use it to modify a disarm, Grapple, Reposition, Shove, or Trip attempt, substituting your Devising a Stratagem roll for the Athletics check. You must apply the substitution to the first eligible attack you make, whether it’s a Strike or one of the Athletics skill action.
You can also use your Intelligence modifier instead of Strength for the Athletics check when you substitute your Devising a Stratagem roll, unless you’re using a Weapon for the maneuver and the Weapon doesn’t fit the restrictions for using Intelligence with a stratagem.
Player Core 2, page 107.
FEAT 6
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action.
This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Advanced Player’s Guide, page 91.
FEAT 6
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Core Rulebook, page 90.
FEAT 6
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Core Rulebook, page 111.
FEAT 6
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You lash out at a vulnerable foe. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Secrets of Magic, page 45.
Attuned Stride
FEAT 8
Prerequisites Geomancer Dedication, expert in Nature
You can move freely through terrain you're attuned to.
When you gain a terrain attunement benefit, you ignore difficult terrain in the corresponding type of terrain until the end of your next turn.
Secrets of Magic, page 213.
FEAT 4
Prerequisites Geomancer Dedication
Frequency once per 10 minutes
Requirements Your previous action was to cast a spell with the air, cold, earth, fire, plant, or water trait
The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast tanglefoot, your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell.
Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift.
Secrets of Magic, page 212.
Attunement To Stone
FEAT 10
Prerequisites Ka Stone Ritual
You become attuned to the stone around you. When in contact with a stone surface, you gain tremorsense (imprecise) 5 feet along that surface, and you can activate your ka stone to cast meld into stone.
LOWG, page 59.
FEAT 13
You open vestigial eyes, unfurl tympanic flaps of skin, or otherwise enhance your senses. Until the start of your next turn, you gain the following benefits: you can't be flanked; when you Seek for creatures, you can scan a 60-foot cone or a 30-foot burst instead of the normal area; and when you Seek for hidden objects, you can search a 15-foot square instead of the normal area.
LOAG, page 94.